Project Zomboid

Project Zomboid

Combat Traits [B42 Compatible]
36 Comments
Tynelia 2 Oct @ 3:53am 
Discussion started! Hopefully it's of use. :)
somewhatfrog  [author] 1 Oct @ 5:16am 
@Tynelia Thanks! Can you start a new discussion here and explain it in details in there? I am curious :D
Tynelia 1 Oct @ 4:45am 
Thank you for the excellent mod! Glad this one is working well in B42, even after the newest update. I used some of the code from this mod to fix Even More Traits, is it ok if I share with them what I did? (I'm no coder btw, I just erased the part of their code causing the errors and copied over parts of yours that looked very relevant. So far in my testing, I'm not getting any errors anymore; this did the trick!). I'm 100% ok not sharing if you'd rather I didn't.
농담똘 28 Sep @ 5:36am 
tysm for the update!
somewhatfrog  [author] 28 Sep @ 4:16am 
@cockasaurus welcome! :spiffo:
cockasaurus 28 Sep @ 4:13am 
thanks for the update
somewhatfrog  [author] 27 Sep @ 1:29pm 
@2COMFY thanks for report! Seems like TIS changed one of the getters with this update, I will be able to push update in about 12 hours
2COMFY 27 Sep @ 12:49pm 
Throwing errors in 42.12
SoyBoySam 18 Sep @ 8:08pm 
Wow, thanks for the hint on where to start I really appreciate it LOL. I've been doing research since i asked and I'm realizing that (for other mods) this might take a second for me to get a hang on to.
As for asking, its overall just a thing I'd prefer to do. Regardless if it required the code or not.
Anyways ima get on both of these since i got the go ahead from the even more traits mod maker too, thanks again for help on how to make it dynamic.
somewhatfrog  [author] 18 Sep @ 12:00pm 
@SoyBoySam I do not plan to make these traits dynamic, they are pretty strong. I appreciate you asking for permission, though you didn't have to because code from this mod is not required to make this traits dynamic, just make sure you add both modules as requirement in the `mod.info`. And then in your code use technical names for this traits which you can find in `CombatTraitsCore` module like: `if myReasonToGain and not character:HasTrait("SWBlades") then character:getTraits():add("SWBlades") end`. You can check the `SomewhatTraitsCore` module in Somewhat Traits mod if you want to reference how I implemented dynamic traits there. Good luck!
SoyBoySam 17 Sep @ 7:19pm 
wow a lot of people have my pfp, need to change it.
Hi! Really quick, There any plans to make a dynamic version of this? I usually like having most traits be dynamic because there's just no way you wouldn't pick up anything after being in an apocalypse for so long. And if youre not, while i dont have any idea of how to make these would you mind if i tried my hand at making these dynamic?
Kar33a 2 Jul @ 3:38pm 
oh man now i c there is a trait name melee-matician
Kar33a 2 Jul @ 3:37pm 
so the traits of one handed weapons and two handed weapons are incompatible, right? is there a way to combine them
Gamer Girl Bong Water 13 Jun @ 4:27pm 
Thank you very much!
somewhatfrog  [author] 13 Jun @ 3:53pm 
@Gamer Girl Bong Water yes, check the "to modders" part of description, copy the file mentioned there into the corresponding folder in your own server specific mod and then comment out the lines which add the traits you don't want, there you can also adjusts the trait costs. Inspect the file for more info
Gamer Girl Bong Water 13 Jun @ 3:19pm 
Hello!~ I was just wondering if there's a way to turn off certain traits from the mod easily? I'm working on setting up a MP server and wanted to use a lighter trait list. Thank you!
somewhatfrog  [author] 12 Apr @ 7:39am 
@FlufyFox by default you need to add them at character creation. But it is possible to create a module which will allow to gain this traits by reaching certain skill level or whatever you can come up with
FlufyFox 12 Apr @ 3:51am 
do we need to get them when start or can we earn the traits by leveling up the skill ? thanks ^^
somewhatfrog  [author] 30 Mar @ 10:06am 
@poopsock it is melee only, I might make a mod for ranged weapons at some point
=7Cav=PVT.Anderson.TP 23 Mar @ 4:55pm 
is there any traits for firearms? i see these are all attack speed related, but maybe adding something like the more traits' gun prowess or adding a critical damage modifier would be nice.
eggy 22 Feb @ 8:38am 
good mod, but could you add a setting so you can have more than 1 combat trait?
somewhatfrog  [author] 22 Feb @ 5:00am 
@Cinder-SG there is traits to cover multiple categories
Cinder-SG 22 Feb @ 4:25am 
It's a shame that I want the acceleration effect of multiple weapons
somewhatfrog  [author] 22 Feb @ 3:08am 
@Cinder-SG because Lumberjack comes with Ax-pert (Axeman). Mutually exclusive as with other attack speed traits from this mod
Cinder-SG 22 Feb @ 1:53am 
One problem is that if you choose the original Lumberjack, you will override all the features of this mod
WarFox_1 21 Feb @ 8:48pm 
do we need to add the mod id individually and the workshop id
somewhatfrog  [author] 18 Feb @ 10:38pm 
@Buttered Horsecock @Angela thanks! :spiffo:
Alex_ 18 Feb @ 4:19am 
W mod creator:steamthumbsup:
parasyte 17 Feb @ 11:13am 
W mod creator:steamthumbsup:
somewhatfrog  [author] 17 Feb @ 3:26am 
@RestoredStar8 thank you! :spiffo:
RestoredStar8 16 Feb @ 7:57pm 
Good Mod :spiffo:
Construct 14 Feb @ 9:42am 
gotcha
somewhatfrog  [author] 14 Feb @ 9:39am 
@Construct it is modular, you can do it yourself and add core module as requirement for your add-on, read description and the details in the mentioned file, to hide traits from character creation screen change the boolean values
Construct 14 Feb @ 9:30am 
Do you think you could add a version of the mod where the traits are not selectable? I might write a little script that will give them to you based on skill level
somewhatfrog  [author] 14 Feb @ 8:18am 
@maboo all traits are mutually exclusive, will add this to description
maboo 14 Feb @ 7:28am 
Just having the Melle-Matician properties is a 25% increase in speed for all weapons, do I need any other properties? For example, is it possible to increase the speed by 50% with the Melle-Matician + Two-hander =?